Since the very beginning of video game history, developers have strived to give us new and exciting ways of blowing stuff up in space. Whether it’s deadly invaders from planets unknown or chunks of asteroids, it’s all been in preparation for Velocity 2X. Strap yourself in, grab yourself a glass of tang, attempt to figure out what the hell parsec is – and get yourself ready for the craziest space trip that you’ll take all year.

The last time that we saw test pilot Kai Tana, she was heading straight into a black hole. Now she’s been captured and experimented on, all the while struggling with her memory. She manages to escape her captors, her timeline clicking back into place as she remembers how she was imprisoned in the first place, and it’s not long before she’s leading a rebellion against those that had held her. Using her top-notch flying skills and her newly enhanced body, she vows to bring down her enemies both in the air and face-to-face.

Mixing genres is a risky business, as anybody who remembers the obligatory stealth sections in old-school first-person shooters will testify. The problem wasn’t that these sections couldn’t be successfully fused, but that they tended to be forced in unnaturally as a way to check off some internal anti-originality checklist: a) Red barrels; b) Annoy the player with an infiltration mission.

FuturLab could have easily made Velocity 2X an improved version of the original – and considering the silky smooth design choices in that game, we wouldn’t have thought any more about it. However, instead it’s decided to risk adding on a whole new style of play, on top of perfecting the already near-perfect gameplay of Velocity Ultra. More amazing than that, it’s decided not to separate these levels, but weave them together in individual stages. Mastering both is the only way to top the leaderboard.

Firstly, the space levels are far slicker than they were before. Saving allies lost amongst the stars and shooting down alien scum may seem like the main objective, but actually that's just a mask for a speed-driven assault course. Dodging walls with the short-distance teleporter means that you can make it across the screen in an instant, and this makes for brilliantly original level design. Later you’ll gain access to a long distance teleporter, which will have you jumping across the entire stage at a push of a button, hitting switches to open up new pathways.

Occasionally, you’ll be forced to park up your ship and jump onto foot. The genius in this transition is that the gameplay stays largely the same: shoot enemies, rush through a maze of pathways, and teleport short distances to get around obstacles. Although the “genre” appears to change, what you’re doing is largely the same. It doesn’t hurt that the actual transition between the two happens without any delay either, something that could have very easily broken the momentum.

Both methods of gameplay are introduced early on, and then are built upon for almost the entirety of the game’s fifty levels. The difficulty curve is masterfully balanced: you’ll never complain about anything being too easy, and you’ll never come to a place where you physically can’t get past a problem. This changes entirely when you take medals into account.

In a game like this, beating a stage isn’t enough – after all, any old person can hop into a space ship and make it to the end of a level, especially in a title that doesn’t have lives. Get to the exit and you’ll be shown a number of statistics: how long it took you to get there, how many people you rescued, how many crystals you picked up, and how many points you grabbed overall. Collect everything, beat the par time, and get all of the points, and you’ll be rewarded with a perfect medal. Yes, this really is as difficult as it sounds.

Picking up everything isn’t that tough if you don’t pay attention to the fact that you have less than a minute to make it through the whole stage, so you’ll need quick reflexes, excellent muscle memory, and complete patience if you want to truly master every single level. It’s true difficulty, based on player skills, and not levelling up over time or beating overwhelming odds.

Genre fans will be happy to know that the sequel adds boss fights into the mix, and they’re everything that you’d expect. Here, you dodge attacks while exploiting gaps in the enemy’s defences; it’s exactly as you remember, but with a few twists – most notably that you’ll end up going inside the foe and destroying them from within. These are great fun and are spread out enough that they don’t become dull or predictable.

On top of leaderboards and perfect medals, there’s also a whole host of additional content to find. With bonus levels, codex entries, cheat codes, and diaries – not to mention the Platinum Trophy – there’s plenty of incentive to keep returning. The perfect medal run alone will probably take you well over 20 hours, and that’s if you do it on your first playthrough.

It’s not just content that FuturLab has been focusing on since the last game either; those that played Velocity Ultra will definitely appreciate how things have evolved visually. The same basic style is definitely still there, but it’s been improved almost beyond instant recognition. With a rock steady 60 frames-per-second, and lighting that has to be seen in motion to be fully appreciated, the Brighton-based studio has set the bar for what indies should be aiming for – retro-inspired is no longer an excuse.

Moreover, Joris De Man, the composer on a handful of the Killzone titles, returns to score the sequel, and provides a memorable musical accompaniment to the action. With a history of writing chip music for the Atari scene, De Man brings a familiar flavour to what is otherwise a very modern sounding set of tracks.

Conclusion

Velocity 2X is everything that a game should be. Requiring skill and dedication, it’s been built for core gamers ready to challenge themselves; for people who desperately miss the likes of Contra and R-Type. Don’t be fooled, though, this isn’t a throwback or even a celebration – this is a modern game done right, and the new standard for which indies have to aim on PlayStation.

So after looking back at my download list after conversation on the PS+ update thread, it seems I managed to not grab Velocity Ultra while it was free on + (I didn't have my Vita back then, and some months I would forget to grab the stuff on offer - annoying as I've missed some crackers). As it sounds like there's a proper plot woven in here, should I grab that before I dive into this one? I'm growing more and more interested by these games now so I definitely want to give them a go!

I am so, so glad this doesn't suck. The devs really won me over with their posts on the blog. The level of enthusiasm that they show, as well as the amount that they engage with the fans, is brilliant. I was hoping this would live up to the hype and can't wait to play it tomorrow.

@SteveButler2210 I wouldn't say that playing the original is overly important. Aside from some character references, you'll pick up the rest while you play. Ultra is a great game, but 2X is far better, and there's honestly not a 'wrong' decision in choosing which to play first.

The only thing I'd say is that I probably wouldn't play 2X and then head backwards to Ultra straight off.

Strikes me as YET ANOTHER game from the 80's. I bought a ps4 thinking there'd be all these awesome games. Awesome graphics. New technology! All I have seen is cheap renamed 80's games, except battlefield and watchdogs, which I had on ps3. Where's the DECENT racing games and AWESOME games, all this technology going to waste if ya ask me.

@adf86Yeah, God forbid some people have differing opinions and don't care for these indie games at all... I love sports games, which are looked at with far more disdain and brushed aside much quicker than indie games by 99% of gamers out there but you don't see me going to reviews for every sports game that scores well and making a post mocking people who don't like them. Not everybody loves indie games, who the hell cares? Why not just be happy with the 10/10 and leave it at that?

Countdown until I can personally get my hands on this game. I loved Velocity Ultra. It was pretty much the perfect Vita game on the go. From all or most accounts, Velocity 2X is improved and expanded. I'm glad it's free because I was surely going to shell out money for it!

WOW, 10 to a game with so bad controls. OMG!!! Pushsquare is just full of you know what. It deserves 6 at max. I just can't play it, because I can't believe that someone in our age can do so bad controls. All challenge in this game is about struggling with bad controls. OMG!!! Yeah, you can skip through levels and be happy. But if you want challenge, challenge is super frustrating because of very bad button layout and overcomplicated controls.

And, seriously, even with good controls it's not perfect and can be somewhat boring at times.

@MatGrowcott I told you, controls are overcomplicated. Same mistakes as in Velocity Ultra.

So, you beat perfect out of every level and never thought that controls are overcomplicated and need tweaks or total redisign? I can't believe that. I don't know, I really feel that I am struggling with controls, not with game obstacles, when I perfect levels. And bad thing is, that game is very boring if you don't aim for perfect. So for me, it is either boring or frustrating.

I find it really hard to get excited about these sort of games - 2D scrolling retro stuff, this included. It takes something "really" good to rise above and grab me. Not convinced this will, just not my style of game, but given the review score (and free on PS plus) will certainly give it try. Who knows, it may yet surprise me.

@MatGrowcott I really can't understand your question. So if I feel frustrated about controls, I must to suggest my own controls? This is funny. I already had that conversation with one of the developers and they didn't listen to me. So what's the poit? We were speaking about VU. But this has same mistakes. And we were speaking somewhere here, on pushsquare. So you can read what I think. I don't want to repeat myself. Eh, for example, I hate to push dash button all the time. Why don't make constant dash option for speed levels, or soemthing like that.

@Gemuarto You don't have to make up your own controls, although I'd be interested in your thoughts on how they could be better.

Constant speed wouldn't work, for fairly obvious reasons. The levels are too complex, and most people couldn't handle it. Since most levels have segments that are better played slowly, it doesn't make sense to force speed, even as an option. Better to let the player choose manually.

@waindoza just for you my friend. You'd best stick with xbox and stick with f(b)orza. Ps4 might have too much choice of genres for you: 1080p games, triple AAAs running better this gen on ps4, blockbuster fps, rpgs, open worlds, racers, while universes to explore, huge western and Japanese franchises, remote play (play your ps4 games on vita anywhere with decent wifi), sports games, puzzlers, experimental new IP, indies, cross buys, cross plays, video and music partners, post n share your gameplay, be social and let viewers watch u play.... its got the lot baby.

It's a shame to see some writing this one off. It's free and it's one of the indie games that actually does deserve the praise it gets. If you have a plus account there is really no reason not to give it a try. Only 10 levels in on PS4 and I love what I've played. I'd have had no problem shelling out $15 for this.

@Gamer83 Nope, it's just another stupid self-centered indie. Sidescroller where controls are your main enemy. Very nice and interesting idea, but not for everyone,

I don't know. Why don't let people to remap buttons, at least.

And I will tell the ugly truth, but this doesn't even feel as new game. As real improvement over VU. Basically it's same old mini from PSP. So I can understand when someone telling that this is 2-bit game. It is 2-bit game, indeed.

@Gemuarto So, another question: how much of this have you actually played?

You seem to come into a lot of indie game posts acting like they're dreadful but being fairly non-specific or saying things that anybody who had played for a few minutes would be able to counter. There were no running segments in VU, and the general time attack polish - like making it so hitting the switches out of order doesn't reset the entire thing - means that it's quite different and much tighter than the original. These are things you'd know within something like three levels, which isn't long enough to get a proper grasp of the controls, because most of it isn't even introduced yet.

@MatGrowcott I don't know how someone can counter my feeling of frustration from controls.

And it feels tighter, but overall feels the same old mini from PSP.

I perfected first 8 levels, I think. And don't want to continue, because with controls like that, game will become only worse. I don't want to be more frustrated and irritated. I think, I just must delete it.

What I hate so far about contriols. No remapping. No ability for constant boost, Tana-chan can't shoot while boosting. So if you boosting, you need to stop boosting and then shoot, OMG. This is so not fun. And I think it is really annoying and frustrating, that when you run, you shoot on L-stick, but when you on the ship, you need to push X for that.

In Resogun, I forgot about controls in the middle of 1st level. And In VU I beat like 90% of levels with perfect and never could forget about controls. And judging from first 8 levels, this game is even worse, than VU, in terms of controls.

@Gemuarto Yup, no remapping - but when you get past the tutorial, you'll soon find out why. 2X is like playing a musical instrument - pushing the right button at the right time makes the right sound. Remapping would make things very complicated when you get to a point where you actually have to work towards the end of the level. I've already explained why you can't constantly boost, and it was the right decision on the side of the developers.

Kai definitely can shoot while boosting, but not with her 360 degree weapon. This is why you probably shouldn't run something down without actually playing it.

Which isn't the same as saying you're not allowed your opinion. You totally are. If you hate Velocity 2X after eight levels, come into the review thread and say it. The issue is when you start talking like the writer is wrong based on the - what? - twenty minutes you've put into the game, while at the same time trying to make it seem like you're an expert. That's not fair to the people who genuinely want to know what a game is like.

The comparison to Resogun isn't really fair. Resogun wasn't very complicated - it became hard because it threw enemies at you. 2X is, for all intents and purposes, a time attack game. It's about the player having some degree of skill beyond twitch dodging. 2X is the better, deeper game, but that doesn't mean everybody is going to enjoy it more.

@MatGrowcott Oh, We can fight till the end of time about if conplicated controls are good or bad, but I don't want to. I thought, that the less you think about controls, the better. Especially in games like that. Sorry, if it is wrong thinking.

The truth is that when you gave this game 10 out of 10, you just made indies look a little bit worse than before. So congrats with that.

@Gemuarto mate it sounds like you just suck at the game, don't bash the reviewer because your struggling with the game. oh and iv noticed many anti-indie comments on other articles so i don't take you seriously at all. maybe just a troll

@Gemuarto Your reasons are explained by the gameplay itself though, as I've pointed out. You're saying this is terrible game because it's not something you enjoy - that's ok. Again, the issue comes from your presenting yourself as unbiased, as experienced, and trying to make out there's a fault in the review because you didn't enjoy 2X.

Hate the controls as much as you like though. That particular point doesn't make any difference to me outside of general conversation, which I'm happy to have.

@MatGrowcott Nope, it's all your and developers fault. I am great and experienced. Also, nobody cares that you like crappy controls. I think that even in Virtual Fighter 5 controls are better and more convinient.

Also, they could make boost, for example like switch, not like constant pushing. I really feel myself like crazy monkey, pushing all those buttons at the same time. Hands of normal people don't work like that. I don't know, if you like to play piano, but I don't. I just want normal comfortable controls.

@Gemuarto I've perfected 45 of the 50 stages now and haven't really had any issues with the controls. Could they be a bit much to digest for someone not familiar with the series? Absolutely. But I don't think there's anything I would change or tweak. (of course I'm not arguing that you didn't find the controls frustrating; I'm just admitting that my experience was almost identical to Mat's) If you want a simple two-button shmup, those exist. If you want something with more complexities, something more dynamic that provides the player with much room to perfect and customize their approach based on each challenge presented, well, there's Velocity 2X. Different strokes for different folks.

This is a good game but I think the 10/10 score is being a little too generous. So you're putting it in the same league as The Last of Us? I don't think so! Im not knocking the game or the review but maybe an 8.5- 9 would have made more sence. For a game to score 10/10 it has to be something outstanding which only comes along once maybe twice a year.

Anyway, played with perfects till 26 level so far. And really starting to enjoy the process. Don't know what they've done, but it really feels more tight and gives feeling of control, unlike Velocity Ultra. So, you was right, man. Not sure about 10, though. And whole - best indie example of the year. And I still can't enjoy it on Vita. It is 100% better with Dualshock 4. I think, PS4 was the target platform. On Vita I really feel like I am playing piano and balalaika at the same time.

@WARDIE That only makes sense if you think that all games should be scored by the same standards. 2X and The Last of Us couldn't be more different, both in terms of gameplay and focus, so it's tough to say a 10 for one should influence the other.

2X got a top score because there's very little, if anything, they could do to make it a better example of the genre, and I strongly feel it's one of the best things available on the PlayStation Network right now. If that's not enough to warrant full marks, I don't know what is.

Honestly, man, I'm waiting for the trap here . I'm glad to see that you're enjoying it though. There are still a few surprises waiting for you, so let me know what you think when you get to 50 (I don't suggest perfecting them all the way through as you play though, you'll end up pulling your hair out).